Yeah this is definitely more of a traditional MMO than a FF.
I guess I'm the only one here who wasn't charmed by FF14 at all because it's an MMO, yet I really like FF12 a whole lot.
I consider FF14 to be the worst FF I've played, easily sub FF2. (not including 11 which I haven't played at all and which is probably even worse)
Redundant jobs, endless grinding, endless backtracking, no thinking required during gameplay, worthless story, and the world is a FF-themed theme park instead of an actual FF world. (Note that this is all pretty standard for a MMORPG) The only good thing about it are the graphix, I haven't paid attention to the music but it's not like I had any epic boss battle anyway.
I think we played different games. >_> But I'll go down the line with your points.
Redundant jobs: How, exactly, are they redundant in 1) a way other FF job systems are not, and 2) a way that isn't necessitated by the realities of MMO design? (There is certainly some redundancy inherent there. Some of it is a necessary evil in MMOs due to role stratification; MMOs explicitly don't permit the inclusion of gimmick classes, because every class has to contribute something meaningful to group play, and in a well-designed MMO, no one class' contribution should clearly outweigh that of any other class in the same role.) If the classes were truly redundant, then optimal group composition for raid content would involve identifying the single highest DPS class and bringing 4 of that class and only that class for the 4 DPS slots in raid groups. Being roughly in contact with three different raid groups that are decently competent at this game, I can assure you that this doesn't happen and that FF14 raid compositions tend to be quite varied within the guideline of 2 tanks, 2 healers and 4 DPS; the community pretty much universally agrees that doubling up on any class ever is generally to your raid's detriment, from what I can tell.
Endless grinding: I wouldn't characterize it as "endless" but I will concede that FF14 is slightly more grindy than is my preference (for reference, I consider WoW's leveling grind to be about "just right", and FF14's is notably protracted by comparison in some ranges). Grinding in MMOs in general, of course, is another consequence of the medium; no doubt it originally existed to ensure that monthly subscriptions continued to get renewed month to month, and even now in this era when more and more MMOs are coming out in a freemium format, it exists to partly alleviate the fact that no development team in the world can create new content for the game world at a rate that keeps up with players' consumption of content. And when players run out of content, they quit, and they often don't come back.
Endless backtracking: Return to the Waking Sands. Sure, there's a lot of backtracking in FF14. There's also a lot of backtracking in basically any offline RPG that ever has any kind of a central hub location for anything. FF5 sticks out to me as a game with a lot of it (mostly around the Catapult, Ancient Library, and Sealed Castle Kuza). So I mean, sure, this is accurate enough, but I don't see how it's a unique criticism at all... and in the specific context of FF14, anyway, it kind of makes narrative sense for what is, at first, presented as a quasi-secret society to, you know, want to stick around in their quasi-secret base, not gallavant around in public all the time.
Also wait if you hate endless backtracking
how the heck did you like FF12 because holy crap it has probably the most backtracking in the entire damn series. Hell, 14 itself has more convenient travel.
No thinking required during gameplay: Yeah, uh, no. Sorry, I don't mean to be rude, but this is 100% horse shit, unless you want to be a really bad player in any content past about level 30, which is about when the game starts taking the training wheels off its group content and expects you to actually deal with enemies having specialized mechanics. Roughly speaking, you can say that the first three dungeons are more or less tutorials on how to play in groups. (On that note, organically teaching you how to actually perform in group content is an area in which MMOs are typically very weak, and an area in which FF14 relatively excels by the genre standards. Compare WoW, which pretty much just throws you in on the deep end and doesn't ever teach you the fundamentals of "how to tank".)
Worthless story: Respectfully disagree here. FF14 probably has the best story presentation in the MMO industry, which is to say that it exists at all. (I will accept that it is limited somewhat by the nature of the medium, e.g. silent protagonist problems.) Also it actually largely makes sense and is internally consistent, which is more than I can say for, say, FF13.
The world is a FF-themed theme park instead of an actual FF world: I'm not honestly sure what you even mean by this, elaborate?
"It's not like I had any epic boss battle anyway": Yeah, you didn't play long enough. Sorry, but it's true, what non-MMO FF game has had an "epic boss battle" in the first quarter of the game? I typically associate "epicness" in boss battles with boss competence, and while single-player FF isn't known for boss competence in general, it's CERTAINLY not known for *early game* boss competence.
That all being said, I will happily concede that if you're a person who strongly dislikes MMOs in general, FF14 is exceedingly unlikely to win you over or anything.